byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
byuu says:
Changelog:
- SFC: balanced profile removed
- SFC: performance profile removed
- SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed
- SFC: Coprocessor, Controller (and expansion port) shared Thread code
merged to SFC::Cothread
- Cothread here just means "Thread with CPU affinity" (couldn't think
of a better name, sorry)
- SFC: CPU now has vector<Thread*> coprocessors, peripherals;
- this is the beginning of work to allow expansion port devices to be
dynamically changed at run-time
- ruby: all audio drivers default to 48000hz instead of 22050hz now if
no frequency is assigned
- note: the WASAPI driver can default to whatever the native frequency
is; doesn't have to be 48000hz
- tomoko: removed the ability to change the frequency from the UI (but
it will display the frequency used)
- tomoko: removed the timing settings panel
- the goal is to work toward smooth video via adaptive sync
- the model is broken by not being in control of the audio frequency
anyway
- it's further broken by PAL running at 50hz and WSC running at 75hz
- it was always broken anyway by SNES interlace timing varying from
progressive timing
- higan: audio/ stub created (for now, it's just nall/dsp/ moved here
and included as a header)
- higan: video/ stub created
- higan/GNUmakefile: now includes build rules for essential components
(libco, emulator, audio, video)
The audio changes are in preparation to merge wareya's awesome WASAPI
work without the need for the nall/dsp resampler.
byuu says:
Changelog:
- higan now uses Natural<Size>/Integer<Size> for its internal types
- Super Famicom emulation now uses uint24 instead of uint for bus
addresses (it's a 24-bit bus)
- cleaned up gb/apu MMIO writes
- cleaned up sfc/coprocessor/msu1 MMIO writes
- ~3% speed penalty
I've wanted to do that 24-bit bus thing for so long, but have always
been afraid of the speed impact. It's probably going to hurt
balanced/performance once they compile again, but it wasn't significant
enough to harm the accuracy core's frame rate, thankfully. Only lost one
frame per second.
The GBA core handlers are clearly going to take a lot more work. The
bit-ranges will make it substantially easier to handle, though. Lots of
32-bit registers where certain values span multiple bytes, but we have
to be able to read/write at byte-granularity.
byuu says:
I refactored my schedulers. Added about ten lines to each scheduler, and
removed about 100 lines of calling into internal state in the scheduler
for the FC,SFC cores and about 30-40 lines for the other cores. All of
its state is now private.
Also reworked all of the entry points to static auto Enter() and auto
main(). Where Enter() handles all the synchronization stuff, and main()
doesn't need the while(true); loop forcing another layer of indentation
everywhere.
Took a few hours to do, but totally worth it. I'm surprised I didn't do
this sooner.
Also updated icarus gmake install rule to copy over the database.
byuu says:
This WIP finally achieves the vision I've had for icarus.
I also fixed a mapping issue with Cx4 that, oddly enough, only caused
the "2" from the Mega Man X2 title screen to disappear.
[Editor's note - "the vision for icarus" was described in a separate,
public forum post: http://board.byuu.org/phpbb3/viewtopic.php?p=20584
Quoting for posterity:
icarus is now a full-fledged part of higan, and will be bundled with
each higan WIP as well. This will ensure that in the future, the
exact version of icarus you need to run higan will be included right
along with it. As of this WIP, physical manifest files are now truly
and entirely optional.
From now on, you can associate your ROM image files with higan's
main binary, or drop them directly on top of it, to load and play
your games.
Furthermore, there are two new menu options that appear under the
library menu when icarus is present:
- "Load ROM File ..." => gives you a single-file selection dialog to
import (and if possible) run the game
- "Import ROM Files ..." => gives you a multi-file import dialog
with checkboxes to pull in multiple games at once
Finally, as before, icarus can generate manifest.bml files for
folders that lack them.
For people who like the game folder and library system, nothing's
changed. Keep using higan as you have been.
For people who hate it, you can now use higan like your classic
emulators. Treat the "Library->{System Name}" entries as your
"favorites" list: the games you actually play. Treat the
"Library->Load ROM" as your standard open file dialog in other
emulators. And finally, treat "Advanced->Game Library" as your save
data path for cheat codes, save states, save RAM, etc.
]
byuu says:
Changelog:
- restructured the project and removed a whole bunch of old/dead
directives from higan/GNUmakefile
- huge amounts of work on hiro/cocoa (compiles but ~70% of the
functionality is commented out)
- fixed a masking error in my ARM CPU disassembler [Lioncash]
- SFC: decided to change board cic=(411,413) back to board
region=(ntsc,pal) ... the former was too obtuse
If you rename Boolean (it's a problem with an include from ruby, not
from hiro) and disable all the ruby drivers, you can compile an
OS X binary, but obviously it's not going to do anything.
It's a boring WIP, I just wanted to push out the project structure
change now at the start of this WIP cycle.